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Video games have been around for many years and have been popular amongst

people of all ages. However, there have been recent concerns on whether it can
affect the health/mental state of those who are continuously exposed to the
violence that is portrayed within various games.
In the past, there have been incidents where people have blamed the media for
their actions, mostly video games. An example of this is the Sandy Hook
Elementary school shooting, where the perpetrator (Adam Lanza) shot and killed
20 children and 6 teachers. It is clearly mentioned in various sources that Adam
was an avid player of violent video games and obsessed with homicide. Prior to
the shooting, Adam was very fascinated with mass murders and would often talk
about violence and weaponry throughout his online posts. Were the video games
a key cause of why this man did what he did?
Nevertheless, Professor Craig Anderson from The Ohio State University, has
conducted a test with 257 college/university students; to see if playing violent
video games causes the participants to become less sensitive to real-life
violence. Some of the participants played violent games, while the rest played
non-violent games. After each participant finished playing the game, they made
them watch footage of real-life scenarios involving violence, whilst keeping track
of their stress levels. Each participant had different reactions, but Professor Craig
Anderson has found that those who played non-violent games became more
distressed (causing their stress levels to rise) by what they saw. But the stress
levels of those who played violent video games barely increased at all. Professor
Craig Anderson says that this shows, those who constantly play violent video
games become desensitized to blood, gore and weapons in the real world.
The results of this test, backs up the Hypodermic Needle Model. A theory that
says the media influences/manipulates the way consumers behave and react. Its
clear from the reactions of the test participants that being exposed to violence
within media can numb down the feeling of shock that an average person would
feel when witnessing a violent scene.
Despite this, people like Chris Ferguson from Stetson University, think the total
opposite of what Professor Craig Anderson has found. He thinks that playing
violent video games actually decreases violence in those who often play. They
call this: The Routine Activities Theory. This means that those who stay indoors
playing video games have less opportunities to go out and commit crimes in the
real world, so in a way playing video games can distract those who may show
violent behaviour and help them take out their anger by killing virtual characters
within the video game, rather than going out and shooting real people.
Chris Ferguson has said that there are many other contributors to why people go
out and commit mass murders, like: Family background, mental health and
Poverty. But apparently the media fails to address this. Video-games Journalist
Leigh Alexander said about the media: Its biased, news on violence may be
more exciting than news on something positive., this is why they think the
media are blaming acts of violence on video games, because positive news on
video games wont grab peoples attention like negative news would. People
have said similar things about the Hypodermic Needle Model, suggesting that the
governments are using the concept of this theory as a way of cutting down the
amount of time people spend playing video games, so they can instead use this
time to study or look for a job. This is apparently a scare-tactic that is used to

shock the consumers and make them stop buying/renting video games in order
to prevent any repeats of tragic incidents that are linked to videogames (and
other media formats too). With videogames out the way, people then have more
time to help boost the economy which is exactly what the governments would
want.
Chris Fergusons view on video games supports the Uses & Gratifications theory
which is basically the opposite of the Hypodermic Needle Model. It suggests that
consumers have complete control on what media they consume and for
whatever reason. This means that a person who plays a video game depicting
violence, has a choice of whether to copy what happens in the game or carry on
with their lives as ordinary people. This also suggests that its the people who
seek out the content they want, if they want something thrilling and exciting
theyd play an action game. If they wanted to play something fun and friendly,
theyd go and buy a game that suits their tastes. So this could mean that those
who buy and play violent video games, know that they can handle the content
and therefore only play for the achievements/rewards or whatever the outcome
of the game is.
However, this theory hasnt escaped criticism either. It has been said of the Uses
& Gratifications theory that it takes the power of media too lightly, dismissing
any responsibilities that producers have over their products. This means that if
there is any incident involving the content of a video game, the producers will be
let off the hook due to this theory and what it suggests (which is that
violent/overly sexual video games have absolutely no unconscious influence on
peoples behaviour AT ALL). And also, if consumers picked content that satisfied
their needs. The media would be able to pick up on what they preferred and alter
media-products to attract their attention. This would still count as a way of
controlling the masses.
Not only are video games possibly influential, they can also be educational. Take
the game Minecraft for instance, its been used in schools to help young children
express their creativity. But some video games have crossed the line, when it
comes educating the younger generations. Introducing topics like: Drugs, sex
and violence in a graphic manner. Some games lead the player to kill other
characters, others let players recreate drug-dealing scenes and of course theres
those that display sexual content deemed too explicit.
When Mortal Kombat was first published in 1992 as an arcade game and the first
title of the Mortal Kombat Series. It was an instant hit with its unique five-button
scheme and the now infamous endings which included the gory finishing moves.
Since then, there have been several other releases including: Mortal Kombat II,
Mortal Kombat 3, Ultimate Mortal Kombat 3, Mortal Kombat Trilogy, Mortal
Kombat Mythologies: Sub-Zero, Mortal Kombat 4, Mortal Kombat Gold etc. But
with each new release/spin-off/side-project the goriness has definitely improved
and possibly even increased. But is this too much? It was in fact, Mortal Kombat
that was one of the reasons of the Entertainment Software Rating Board (ESRB)
being introduced, these are those big letters you see on every official game
cover. There are: EC (Early Childhood), E (Everyone), E10+ (Everyone over
10yrs), T (Teen), M (Mature) and AO (Adults Only). The tenth instalment of Mortal
Kombat (Mortal Kombat X) has had mixed reviews as some have praised the
producers for recreating a classic game with extraordinary graphic quality and

intriguing gameplay, whilst others have been downright disgusted by the level of
violence portrayed in the game. Alec Kubas-Meyer from The Daily Beast wrote in
his article: Youll see a series of bones snap in vivid detail. I witnessed a
characters testicles literally pop under the pressure of an uppercutand that
was in only my second fight. You can see here, how graphic the violence is, so
going with the Hypodermic Needle Model - if this was to land in the wrong hands
(the hands of an impressionable young child, to be exact) then this could give
them the idea that violence is rewarding (Since Mortal Kombat finishing moves
are what the players are rewarded with after defeating their opposition).
In the summer of 2013, Heather Trujillo and her boyfriend Lamar Roberts were
both charged with child abuse which resulted in the death of 7 year-old Zoe
Trujillo (Heathers younger sister). According to the two convicted teens, they
were imitating the Mortal Kombat game, and play-fighting the 7 year-old.
Heather who was 16 at the time, had said at one point Lamar began hitting Zoe
repeatedly. She asked him to stop but he carried on beating the girl, later stating
I was drunk.
If a 16 and 17 year-old started mimicking what happens in Mortal Kombat, what
effect would these video games have on children whose minds are easily
manipulated? Despite this thought, there was another factor which took place in
this incident Alcohol. Just like what Chris Ferguson had discussed, which was
how there could be various contributors that couldve resulted in their actions.
Mortal Kombat isnt the only video game thats been blamed for violence. The
stealth-based, survival, horror game Manhunt was an instant target of blame,
when 14 year-old Stefan Pakeerah was brutally murdered by Warren Leblanc in
2004. The 17 year-old at the time, lured Stefan into a park in Leicester where he
was carrying a knife and claw-hammer; fully prepared for the attack. Manhunt is
a game where the player has to dispatch enemy gang members, whether by
firearm or by stealthily executing each character with various weapons/tools. Its
clear how there could possibly be an influence, as Warren Leblanc had clearly
planned the attack to ensure that the victim was unaware and unalarmed (just
like a player would, whilst playing Manhunt). But Roderick Price QC stated in
defence of Leblanc:
"The reason he killed Stefan is rooted not in video games but in fear - in
desperation born of fear. Both Stefan and the defendant are victims of a gang
culture which creates fear in the minds of young men and in the case of this
defendant, a young man who was not a gang member and who was out of the
loop.
"He considers that he was in imminent danger of serious bodily harm and it is
against this background that he committed the offence that he did.
"He was wearing a white tracksuit - he had no idea that it would come to this but
it did in the blind panic that I have described."
This goes back to Chris Fergusons argument, as the perpetrator couldve been
affected by the gang culture that he was involved in. Just like what his defendant
stated, his sense of fear couldve lead him to lash out at the victim, whom he
couldve found threatening or endangering.

Despite the argument on whether video games do affect the behaviour of its
users or not, there are still precautions taking place to ensure that no other
incidents are to occur. So if the Hypodermic Needle Model is relevant, there are
age ratings that restrict people of younger ages from getting hold of the content.
And if the Users & Gratifications Theory is right, there are still video games out
there that dont depict violence, but instead act as educational tools that can
boost knowledge and brain activity.

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